Street Fighter V/F.A.N.G/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Light confirm

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx [4]6LP

103

293

0

Useful vt2 activation string

5LP, 5MK xx [4]6MP

122

275

0

Useful off of a medium jump-in

5LK, 5LP, 2LP xx [4]6LP

140

329

0

3 button light string

5LK, 5LP, 5LP, 5HP xx [4]6HP

214

414

0

Absurdly spacing dependent

2LK, 2LP xx [2]8PP

119

213

1

Plus 3 on block in the corner, can be canceled into a teleport, frametraps into cr. mp or st. mp.

Confirm

Notation Damage Stun Meter Cost Notes

2MK, 5MK xx [4]6MP

151

305

0

2MK, 2LP xx [4]6LP

143

323

0

Sometimes you're too far away to get st. mk to latch

5HK, 2MP xx [4]6MP

189

400

0

2PPP > K, 5LP, 5MK xx [4]6MP

177

343

0

Can be replaced with a frametrap string instead of st. mk into noodles

2PPP > K, 2MP xx [4]6MP

179

350

0

2PPP > K, 5LK, 5LP, 5LP, 5HP xx [4]6HP

255

458

0

2MK, 5MK xx [4]6KK, [4]6PP

237

481

2

5HK, 2MP xx [4]6KK, [4]6PP

275

576

2

2PPP > K, 2MP xx [4]6KK, [4]6PP

265

526

2

2MK, 5MK xx [4]6MP xx CA

353

305

3

5HK, 2MP xx [4]6MP xx CA

391

400

3

2PPP > K, 5MK xx [4]6MP xx CA

363

305

3

Punish

Notation Damage Stun Meter Cost Notes

2LP xx [4]6LP

93

250

0

4f punish

5MK xx [4]6MP

102

230

0

5f punish

fthrow

120

150

0

5f punish

2MP xx [4]6MP

122

280

0

6f punish

5HP xx [4]6HP

180

330

0

7f punish

5HK, 2MP xx [4]6MP

189

400

0

12f punish

nj.HP, 5HK, 2MP xx [4]6MP

258

506

0

Neutral jump punish

CC Punish

Notation Damage Stun Meter Cost Notes

5HP CC, 5HP xx [4]6HP

250

440

0

Cc punish, close

5HP CC xx 623MK, 5HP xx [4]6HP

250

440

0

Cc punish, far

5HP CC, 2HK

188

300

0

Cc punish, far, no charge

5HK CH, 5HP xx [4]6HP

257

475

0

Counterhit punish

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

2HK xx VT1, 5HP xx [4]6HP

173

300

0

Vt1 activation combo

2MK, 5MK second hit xx VT1, 5HP xx [4]6HP

218

380

0

Vt1 activation combo

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

5HK, 2MP xx [4]6LP xx VT2, 5HP xx [4]6MK, [2]8HP

274

577

0

Vt2 activation combo

5HK xx VT2, 5HK, 5MK xx [4]6MK, [4]6MP

200

401

0

Vt2 activation combo

VT2 Combo

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx [2]8LP

111

245

0

Vt2 combo. +1 on hit

2LK, 2LP xx [2]8PP, [4]6HP

221

385

1

Vt2 combo. a knockdown off of a light!

2MK, 5MK xx [4]6MK, [2]8MP

184

363

0

Vt2 combo

2MK, 5MK xx [4]6MK, 2HP second hit xx 623LK

163

318

0

Vt2 combo, crossup reset in the corner

2MK, 5MK xx [4]6MK, 2PPP > K

184

335

0

Vt2 combo, corner carry, uses less v-meter

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